Also another bug which you may or may not know about and probably wont care about; if you play tob then go to play another map ie dota it fucks up. In dota if you play tob then play dota it server splits but you can still talk to everyone else in chat...

Here is the replay of the blood bath bug http://www.mediafire.com/?zxnwi1nwynq. It happens at 18:20 at the top expo, Juliet gets 4306hp and + 304 attack damage. It happens when Juliet has her ult activated but I'm not sure if this is a contributing factor or not.

That's the bug I mentioned in the patch notes--thought it would be a lot less likely to come up without the option to add spawns. I looked through the replay, but didn't see anything that seemed like it could cause it. I've already run separate tests on the projectiles system spawning 8 siege per hall per wave, let it run for an hour and never a hiccup, so it's not that, at least not entirely.

If you can ever figure out a way to reproduce it let me know. I may have to release a special testing version with debug enabled so you get the error messages the second it goes south.

There's still the pory beetlejuice bug. I had 8 scarabs, clicked beetlejuice, 7 exploded and 1 kept spamming bettlejuice and then it died cause of enemy. After this I could only summon 7 scarabs, not 8. Then I don't know what happened and it only let me summon 6.

When "Error: Timer Release" appears it doesn't cause any errors with the game. It just means there was an attempt to release a timer that had already been released. The second release is blocked and the game goes on just fine. I added the message to see if there were any such cases and whether I can actually track them down.

If it doesn't cause any problems, why track it down, you ask? Because WC3 debugging is garbage: I can't do a stack trace, and thus I can only block the duplicate release of the timer if it hasn't been reassigned yet. This means the only way I can fix the errors you don't see, which will cause problems, is by looking at the errors you do see, which cause no problems at all. So much fun!

There is a bug that entails using Phantom Arrows in conjunction with Haunt. Normally you can interrupt a unit’s attack by commanding it to move, by commanding it to attack a different unit, or by giving some other command. However, when Haunt is activated and Phantom Arrows is set on auto-cast, once the Phantom Queen attacks, she is committed to that attack. If you time a command between when she starts her attack’s back-swing and when her attack fires, the command is ignored. You can only give a different command in the brief period between attacks. I noticed this in both versions 1.19 and 1.20.

Attached is a replay that demonstrates this bug. It is demonstrated every time the Phantom Queen uses Haunt. A prime example starts 2 minutes in. Unfortunately, just watching the replay doesn’t prove much. You really need to reproduce it for yourself.

Being I am on the subject of Phantom Arrows and Haunt, the tool tips are slightly misleading. Phantom Arrows says, “The Phantom Queen can attack with Phantom Arrows while ethereal.” Haunt says, “Turns the Phantom Queen insubstantial, making her immune to physical damage but unable to attack without Phantom Arrows.” Does Haunt make the Phantom Queen “insubstantial” or “ethereal”? Whichever distinction you choose is inconsequential, but consistency in terms would make the descriptions more straightforward.

SamuraiWindu wrote:There is a bug that entails using Phantom Arrows in conjunction with Haunt.

That's intentional, not a bug. Tirion says it's necessary for some reason I don't recall.

SamuraiWindu wrote:Being I am on the subject of Phantom Arrows and Haunt, the tool tips are slightly misleading. Phantom Arrows says, “The Phantom Queen can attack with Phantom Arrows while ethereal.” Haunt says, “Turns the Phantom Queen insubstantial, making her immune to physical damage but unable to attack without Phantom Arrows.” Does Haunt make the Phantom Queen “insubstantial” or “ethereal”? Whichever distinction you choose is inconsequential, but consistency in terms would make the descriptions more straightforward.

The terms are intentionally different because ethereal is a subset of insubstantial. She can always attack while ethereal, even if she's made ethereal by something other than Haunt. Haunt, on the other hand, makes her insubstantial, which means she's both ethereal and able to pass through enemy units as if they weren't there. If you look, you'll see that she has two different buffs while Haunt is active, one of which comes and goes when she's attacking. This kind of stuff is just a byproduct of working within the limitations of WC3.